Crispy Doom is a fork of Chocolate Doom that provides a higher display resolution, removes the static limits of the Doom engine and offers further optional visual, tactical and physical enhancements while remaining entirely config file, savegame, netplay and demo compatibile with the original.

I've been sort of thinking of this for a while, would be nice to have a bare-bones but still limit removing port that doesn't require Dosbox.

Currently, the patch only applies to the Doom engine and there are _no_ plans to extend it to chocolate-heretic, -hexen or -strife.

:C

Anything that could change your mind? These games could really benefit from a port such as this, because there's no "medium-featured" port like PrBoom+ is for Doom. Especially Hexen, it's really either oldschool vanilla/chocolate, or go whole hog with ZDoom or Doomsday.

plums said:
I've been sort of thinking of this for a while, would be nice to have a bare-bones but still limit removing port that doesn't require Dosbox.

Limit raising, that is. I am currently not going to implement dynamic limits, i.e. "limit removing". I am going to raise the limits mostly to compensate for the detail increase caused by the higher resolution. It is not supposed to run over-the-top maps anyway, but most of the "usual suspects" should work with this.

Anything that could change your mind? These games could really benefit from a port such as this, because there's no "medium-featured" port like PrBoom+ is for Doom. Especially Hexen, it's really either oldschool vanilla/chocolate, or go whole hog with ZDoom or Doomsday.

It's not set in stone. However, it is quite low on my priority list. Hacking the Doom renderer already took me much more time than expected and was a frustrating experience at times. And I expect e.g. Hexen to be much more complex than this by itself.

Nice work! I've been hoping for a while now that someone would do a fork like this that can incorporate all the things that don't fit within Chocolate Doom's strictly-Vanilla remit. There's obviously a demand for a port like this.

Name it what you want, but my vote goes for anything that isn't a riff on "Chocolate Doom". I cringe whenever names get debated for Chocolate Doom forks and people start suggesting things like "Fudge Pieces with Chocolate Sprinkles Doom" or similarly ridiculous names :)

It's a shame that the Strawberry Doom name got wasted on a hacky port that ultimately didn't go anywhere, otherwise I'd suggest that. But maybe GhostlyDeath could give up the name.

Very cool. I definitely second what plums said, though. This is arguably more "needed" for Heretic, Hexen, and Strife than it is for Doom, so I hope you do consider porting the changes to those once you have Doom done the way you want it.

BTW, I'd consider hires-heretic ready, but it needs more testing. No binaries yet, sorry. This was more bitchy than Doom; it was tricky to get the sky scaling and the moving background in the automap right, mostly because the code uses a lot of memcpy() between frame buffers and I have just blown the destination buffer up by factor 4.

plums said:
Awesome! I'm glad to hear that we talked you into working on the other games. I will wait patiently.

Alright, I got Heretic, Hexen and Strife working. Unfortunately, I managed to mess up my GIT repository a bit (I am new to all this merge and rebase stuff). I think I'll set up a new clean repository next week and then provide binaries for testing.

BTW, Gez's embiggened-doom name suggestion is probably going to make the race. :)

OK, so things are a bit weird in fullscreen. I'm using the Windows version, with an old monitor that only goes up to 1024x768. I dropped the chocolate-*-setup.exe files from normal chocolate doom into the new directory with these exes. All of this applies to all games.

When "Fix aspect ratio" is on, and "Full screen" is also on, the display is too tall for my monitor, and the bottom or top gets cut off. Here is a screenshot I took, and here is how it actually looks on my monitor. It doesn't matter what resolution I select as long as it's < 1280x960, this is how it always looks and the monitor always reports that it's running at 1024x768.

If I turn "Fix aspect ratio" off, the monitor resolution gets set at whatever I choose, but the actual game is displayed at 640x400. It makes sense that I can't get a larger window since the next multiple of 640 is higher than my monitor resolution, but I would have expected it to use 640x480 instead.

In windowed mode, everything looks fine and as works I would expect.

Normal chocolate doom runs and looks fine at 640x480.

Lastly the setup program seems to try to default to either 1280x768 or 1280x800 a lot of the time, for whatever reason.

I'd be fine with just being able to run at 640x480 fullscreen, but it doesn't seem possible right now.

fabian said:
Yes, the game content is always rendered at 640x400 and then stretched to (multiples of) 640x480 in a post-processing step if aspect ration correction is enabled.

Ah, that makes sense.

Another bug: pressing pause will crash Doom/Doom 2 with the message "Bad V_DrawPatch". Pausing in Strife works but doesn't display the PAUSE graphic. Pausing in Heretic/Hexen seems to work without problems.